﻿using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System.Collections.Generic;
using System.Threading;
using RilattackLibrary;

namespace RilattackGameWPF
{
    /// <summary>
    /// This is the main type for your game.
    /// </summary>
    public class RilattackGame : Game
    {
        public static RilattackGame Instance { get; set; }
        public GameConfiguration Configuration;
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        public RilattackGame()
        {
            Thread T1 = new Thread(() => {
                while (true)
                {
                    if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
                        Exit();
                    // TODO: Add your update logic here
                    if (Keyboard.GetState().IsKeyDown(Keys.D))
                        ControlablePlayer.Instance.MoveBy(8, 0);
                    if (Keyboard.GetState().IsKeyDown(Keys.Q))
                        ControlablePlayer.Instance.MoveBy(-8, 0);
                    if (Keyboard.GetState().IsKeyDown(Keys.Z))
                        ControlablePlayer.Instance.MoveBy(0, -8);
                    if (Keyboard.GetState().IsKeyDown(Keys.S))
                        ControlablePlayer.Instance.MoveBy(0, 8);
                    Thread.Sleep(100);
                }
            });
            T1.Start();
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            Instance = this;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            Scene.Instance.Textures.Add("tiles1", Content.Load<Texture2D>("tiles1"));
            Scene.Instance.Textures.Add("Worms/wblink1", Content.Load<Texture2D>("Worms/wblink1"));
            Scene.Instance.Initialize();
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// game-specific content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            base.Update(gameTime);
            App.Server.readyToPlay();
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            Scene.Instance.Act(spriteBatch);

            base.Draw(gameTime);
        }
    }
}
